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/**
* @file
* @brief Item creation routines.
**/
#include "AppHdr.h"
#include "makeitem.h"
#include <algorithm>
#include "acquire.h"
#include "art-enum.h" // unrand -> magic staff silliness
#include "artefact.h"
#include "colour.h"
#include "describe.h"
#include "dungeon.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "libutil.h" // map_find
#include "mpr.h"
#include "randbook.h"
#include "random-pick.h" // talismans
#include "skills.h" // is_removed_skill
#include "spl-book.h"
#include "state.h"
#include "stepdown.h"
#include "stringutil.h"
#include "tag-version.h"
static void _setup_fallback_randart(const int unrand_id,
item_def &item,
int &force_type,
int &item_level);
int create_item_named(string name, coord_def pos, string *error)
{
trim_string(name);
item_list ilist;
// Create the specified item regardless of whether it's excluded.
const string err = ilist.add_item(name, false, true);
if (!err.empty())
{
if (error)
*error = err;
return NON_ITEM;
}
item_spec ispec = ilist.get_item(0);
int item = dgn_place_item(ispec, pos);
if (item != NON_ITEM)
link_items();
else if (error)
*error = "Failed to create item '" + name + "'";
return item;
}
bool got_curare_roll(const int item_level)
{
return one_chance_in(item_level > 27 ? 6 :
item_level < 2 ? 15 :
(364 - 7 * item_level) / 25);
}
/// A mapping from randomly-described object types to their per-game descript
static map<object_class_type, item_description_type> _type_to_idesc = {
{OBJ_WANDS, IDESC_WANDS},
{OBJ_POTIONS, IDESC_POTIONS},
{OBJ_JEWELLERY, IDESC_RINGS},
{OBJ_SCROLLS, IDESC_SCROLLS},
{OBJ_STAVES, IDESC_STAVES},
};
/**
* Initialize the randomized appearance of a given item.
*
* For e.g. wand names, potions colors, helmet tiles...
*
* XXX: could this be moved into a constructor or reset method...?
*
* @param item The item to have its appearance initialized.
*/
void item_colour(item_def &item)
{
// Compute random tile/colour choice.
item.rnd = 1 + random2(255); // reserve 0 for uninitialized
// reserve the high bit for marking 1 in 10 books "visually special"
if (item.base_type == OBJ_BOOKS)
{
if (one_chance_in(10))
item.rnd |= 128;
else
item.rnd = 1 + random2(127); // can't just trim the high bit,
// since it might be the only set bit
}
if (is_unrandom_artefact(item))
return; // don't stomp on item.special!
// initialize item appearance.
// we don't actually *need* to store this now, but we *do* need to store
// it in appearance at some point, since sub_type isn't public information
// for un-id'd items, and therefore can't be used to do a lookup at the
// time item names/colours are calculated.
if (auto idesc = map_find(_type_to_idesc, item.base_type))
item.subtype_rnd = you.item_description[*idesc][item.sub_type];
}
static weapon_type _determine_weapon_subtype(int item_level)
{
if (one_chance_in(30) && x_chance_in_y(item_level + 3, 100))
{
return random_choose(WPN_LAJATANG,
WPN_HAND_CANNON,
WPN_TRIPLE_CROSSBOW,
WPN_DEMON_WHIP,
WPN_DEMON_BLADE,
WPN_DEMON_TRIDENT,
WPN_DOUBLE_SWORD,
WPN_EVENINGSTAR,
WPN_EXECUTIONERS_AXE,
WPN_QUICK_BLADE,
WPN_TRIPLE_SWORD);
}
else if (x_chance_in_y(item_level + 1, 27))
{
// Pick a weapon based on rarity.
while (true)
{
const int wpntype = random2(NUM_WEAPONS);
if (x_chance_in_y(weapon_rarity(wpntype), 10))
return static_cast<weapon_type>(wpntype);
}
}
else if (x_chance_in_y(item_level + 1, item_level + 11))
{
return random_choose(WPN_QUARTERSTAFF,
WPN_FALCHION,
WPN_LONG_SWORD,
WPN_WAR_AXE,
WPN_TRIDENT,
WPN_FLAIL,
WPN_RAPIER);
}
else
{
return random_choose(WPN_SLING,
WPN_SPEAR,
WPN_HAND_AXE,
WPN_MACE,
// Not worth _weighted for one doubled type.
WPN_DAGGER, WPN_DAGGER,
WPN_CLUB,
WPN_WHIP,
WPN_SHORT_SWORD);
}
}
static bool _try_make_item_unrand(item_def& item, int &force_type, int item_level, int agent)
{
if (player_in_branch(BRANCH_PANDEMONIUM) && agent == NO_AGENT)
return false;
// Can we generate unrands that were lost in the abyss?
const bool include_abyssed = player_in_branch(BRANCH_ABYSS)
&& agent == NO_AGENT;
const int idx = find_okay_unrandart(item.base_type, force_type, item_level,
include_abyssed);
if (idx == -1)
return false;
// if an idx was found that exists, the unrand was generated via
// acquirement or similar; replace it with a fallback randart.
// Choosing a new unrand could break seed stability.
if (get_unique_item_status(idx) == UNIQ_EXISTS_NONLEVELGEN)
{
_setup_fallback_randart(idx, item, force_type, item_level);
return false;
}
return make_item_unrandart(item, idx);
}
static bool _weapon_disallows_randart(int sub_type)
{
// Clubs are never randarts.
return sub_type == WPN_CLUB;
}
// Return whether we made an artefact.
static bool _try_make_weapon_artefact(item_def& item, int force_type,
int item_level, bool force_randart,
int agent)
{
const int old_ego = item.brand;
if (item_level > 0 && x_chance_in_y(101 + item_level * 3, 4000)
|| force_randart)
{
// Make a randart or unrandart.
// 1 in 20 randarts are unrandarts.
if (one_chance_in(item_level == ISPEC_GOOD_ITEM ? 7 : 20)
&& !force_randart)
{
if (_try_make_item_unrand(item, force_type, item_level, agent))
return true;
if (item.base_type == OBJ_STAVES)
{
// TODO: this is a bit messy: a fallback randart for an unrand
// enhancer stave can be generated this way, and this code won't
// currently respect an explicit request for an enhancer stave
// as a fallback.
item.base_type = OBJ_WEAPONS;
force_type = WPN_QUARTERSTAFF;
}
// update sub type for fallback randarts (otherwise, the call will
// not have changed this value)
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
}
if (_weapon_disallows_randart(item.sub_type))
return false;
// Mean enchantment +5.
item.plus = 12 - biased_random2(10,2);
item.plus -= biased_random2(7,2);
item.plus -= biased_random2(7,2);
// On weapons, an enchantment of less than 0 is never viable.
item.plus = max(static_cast<int>(item.plus), random2(2));
// The rest are normal randarts.
if (!make_item_randart(item, force_randart))
return false;
// Bane is a worse property than most negative values, so let's boost
// the resulting item a bit to temp people into using it.
if (artefact_property(item, ARTP_BANE))
item.plus = min(12, item.plus + random_range(2, 5));
if (old_ego > 0)
set_artefact_brand(item, old_ego);
return true;
}
return false;
}
/**
* The number of times to try finding a brand for a given weapon.
*
* Result may vary from call to call.
*/
static int _num_brand_tries(const item_def& item, int item_level)
{
if (item_level >= ISPEC_GIFT)
return 5;
if (is_demonic(item)
|| is_blessed(item)
// Hand crossbows usually appear late, so encourage use.
|| item.sub_type == WPN_HAND_CANNON
|| x_chance_in_y(101 + item_level, 300))
{
return 1;
}
return 0;
}
brand_type determine_weapon_brand(const item_def& item, int item_level)
{
// Forced ego.
if (item.brand != 0)
return static_cast<brand_type>(item.brand);
const weapon_type wpn_type = static_cast<weapon_type>(item.sub_type);
const int tries = _num_brand_tries(item, item_level);
brand_type rc = SPWPN_NORMAL;
for (int count = 0; count < tries && rc == SPWPN_NORMAL; ++count)
rc = choose_weapon_brand(wpn_type);
ASSERT(is_weapon_brand_ok(item.sub_type, rc, true));
return rc;
}
// Reject brands which are outright bad for the item. Unorthodox combinations
// are ok, since they can happen on randarts.
bool is_weapon_brand_ok(int type, int brand, bool /*strict*/)
{
item_def item;
item.base_type = OBJ_WEAPONS;
item.sub_type = type;
if (is_blessed_weapon_type(type) && brand != SPWPN_HOLY_WRATH)
return false;
if (brand <= SPWPN_NORMAL)
return true;
if (type == WPN_QUICK_BLADE && brand == SPWPN_SPEED)
return false;
if (is_demonic_weapon_type(type) && brand == SPWPN_HOLY_WRATH)
return false;
switch ((brand_type)brand)
{
// Universal brands.
case SPWPN_NORMAL:
case SPWPN_VENOM:
case SPWPN_PROTECTION:
case SPWPN_SPEED:
case SPWPN_HEAVY:
case SPWPN_CHAOS:
case SPWPN_HOLY_WRATH:
case SPWPN_ELECTROCUTION:
case SPWPN_FLAMING:
case SPWPN_FREEZING:
case SPWPN_DRAINING:
case SPWPN_ANTIMAGIC:
break;
// Melee-only brands.
case SPWPN_VAMPIRISM:
case SPWPN_PAIN:
case SPWPN_DISTORTION:
case SPWPN_SPECTRAL:
case SPWPN_REAPING:
case SPWPN_FOUL_FLAME: // only exists on Pan lords/Brilliance
case SPWPN_REBUKE:
case SPWPN_VALOUR:
case SPWPN_ENTANGLING:
case SPWPN_SUNDERING:
case SPWPN_CONCUSSION:
case SPWPN_DEVIOUS:
if (is_range_weapon(item))
return false;
break;
// Ranged-only brands.
case SPWPN_PENETRATION:
case SPWPN_ACID: // only exists on acidic bite/Punk
if (!is_range_weapon(item))
return false;
break;
#if TAG_MAJOR_VERSION == 34
// Removed brands.
case SPWPN_RETURNING:
case SPWPN_REACHING:
case SPWPN_ORC_SLAYING:
case SPWPN_FLAME:
case SPWPN_FROST:
case SPWPN_DRAGON_SLAYING:
case SPWPN_EVASION:
return false;
#endif
case SPWPN_CONFUSE:
case SPWPN_WEAKNESS:
case SPWPN_VULNERABILITY:
case SPWPN_FORBID_BRAND:
case SPWPN_DEBUG_RANDART:
case NUM_SPECIAL_WEAPONS:
case NUM_REAL_SPECIAL_WEAPONS:
die("invalid brand %d on weapon %d (%s)", brand, type,
item.name(DESC_PLAIN).c_str());
break;
}
return true;
}
// Choose a random weapon type compatible with any supplied brand and fixed
// artprops. If no weapon type is compatible with both of these, use the last
// chosen type, set no brand, and ignore the fixed artprops.
static void _roll_weapon_type(item_def& item, int item_level)
{
for (int i = 0; i < 1000; ++i)
{
item.sub_type = _determine_weapon_subtype(item_level);
if (is_weapon_brand_ok(item.sub_type, item.brand, true)
&& are_fixed_props_ok(item))
{
return;
}
}
item.brand = SPWPN_NORMAL;
}
/// Plusses for a non-artefact weapon with positive plusses.
int determine_nice_weapon_plusses(int item_level)
{
const int chance = (item_level >= ISPEC_GIFT ? 200 : item_level);
// Odd-looking, but this is how the algorithm compacts {dlb}.
int plus = 0;
for (int i = 0; i < 4; ++i)
{
plus += random2(3);
if (random2(425) > 35 + chance)
break;
}
return plus;
}
void set_artefact_brand(item_def &item, int brand)
{
item.props[ARTEFACT_PROPS_KEY].get_vector()[ARTP_BRAND].get_short() = brand;
}
static void _generate_weapon_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int agent = NO_AGENT)
{
// Determine weapon type.
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
_roll_weapon_type(item, item_level);
// Fall back to an ordinary item if randarts not allowed for this type.
if (item_level == ISPEC_RANDART && _weapon_disallows_randart(item.sub_type))
item_level = ISPEC_GOOD_ITEM;
// Forced randart.
if (item_level == ISPEC_RANDART)
{
int ego = item.brand;
for (int i = 0; i < 100; ++i)
if (_try_make_weapon_artefact(item, force_type, 0, true, agent))
{
if (ego > SPWPN_NORMAL)
set_artefact_brand(item, ego);
if (randart_is_bad(item)) // recheck, the brand changed
{
force_type = item.sub_type;
item.clear();
item.quantity = 1;
item.base_type = OBJ_WEAPONS;
item.sub_type = force_type;
continue;
}
return;
}
// fall back to an ordinary item
item_level = ISPEC_GOOD_ITEM;
}
// If we make the unique roll, no further generation necessary.
if (allow_uniques
&& _try_make_weapon_artefact(item, force_type, item_level, false, agent))
{
return;
}
ASSERT(!is_artefact(item));
// Artefacts handled, let's make a normal item.
const bool force_good = item_level >= ISPEC_GIFT;
const bool forced_ego = item.brand > 0;
const bool no_brand = item.brand == SPWPN_FORBID_BRAND;
if (no_brand)
set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
// If it's forced to be a good item, reroll clubs.
while (force_good && force_type == OBJ_RANDOM && item.sub_type == WPN_CLUB)
_roll_weapon_type(item, item_level);
item.plus = 0;
if (item_level < 0)
{
// Thoroughly damaged, could had been good once.
if (!no_brand && (forced_ego || one_chance_in(4)))
{
// Brand is set as for "good" items.
set_item_ego_type(item, OBJ_WEAPONS,
determine_weapon_brand(item, 2 + 2 * env.absdepth0));
}
item.plus -= 1 + random2(3);
}
else if ((force_good || is_demonic(item)
|| item.sub_type == WPN_HAND_CANNON || forced_ego
|| x_chance_in_y(51 + item_level, 200))
&& (!item.is_mundane() || force_good))
{
// Make a better item (possibly ego).
if (!no_brand)
{
set_item_ego_type(item, OBJ_WEAPONS,
determine_weapon_brand(item, item_level));
}
// if acquired item still not ego... enchant it up a bit.
if (force_good && item.brand == SPWPN_NORMAL)
item.plus += 2 + random2(3);
item.plus += determine_nice_weapon_plusses(item_level);
// squash boring items.
if (!force_good && item.brand == SPWPN_NORMAL && item.plus < 3)
item.plus = 0;
}
// Blessed weapons must always be branded with holy wrath.
if (is_blessed(item))
{
set_item_ego_type(item, OBJ_WEAPONS,
determine_weapon_brand(item, item_level));
}
}
// Remember to update the code in is_missile_brand_ok if adding or altering
// brands that are applied to missiles. {due}
static special_missile_type _determine_missile_brand(const item_def& item,
int item_level)
{
// Forced ego.
if (item.brand != 0)
return static_cast<special_missile_type>(item.brand);
special_missile_type rc = SPMSL_NORMAL;
// Weight of SPMSL_NORMAL
// Gifts from Trog/Oka can be unbranded boomerangs/javelins
// but not poisoned darts
int nw = item_level >= ISPEC_GOOD_ITEM ? 0 :
item_level == ISPEC_GIFT ? 120
: random2(2000 - 55 * item_level);
// Weight of SPMSL_POISONED
int pw = item_level >= ISPEC_GIFT ? 0 : random2(2000 - 55 * item_level);
switch (item.sub_type)
{
case MI_THROWING_NET:
case MI_STONE:
case MI_LARGE_ROCK:
rc = SPMSL_NORMAL;
break;
case MI_BOOMERANG:
rc = SPMSL_NORMAL;
break;
case MI_DART:
// Curare is special cased, all the others aren't.
if (got_curare_roll(item_level))
{
rc = SPMSL_CURARE;
break;
}
rc = random_choose_weighted(60, SPMSL_BLINDING,
20, SPMSL_FRENZY,
20, SPMSL_DISJUNCTION,
pw, SPMSL_POISONED);
break;
case MI_JAVELIN:
rc = random_choose_weighted(90, SPMSL_SILVER,
nw, SPMSL_NORMAL);
break;
}
ASSERT(is_missile_brand_ok(item.sub_type, rc, true));
return rc;
}
bool is_missile_brand_ok(int type, int brand, bool strict)
{
// Rocks can't normally be branded.
if ((type == MI_STONE || type == MI_LARGE_ROCK)
&& brand != SPMSL_NORMAL
&& strict)
{
return false;
}
// Never generates, only used for chaos-branded missiles.
if (brand == SPMSL_FLAME || brand == SPMSL_FROST)
return false;
// In contrast, darts should always be branded.
// And all of these brands save poison are unique to darts.
switch (brand)
{
case SPMSL_POISONED:
if (type == MI_DART)
return true;
break;
case SPMSL_CURARE:
#if TAG_MAJOR_VERSION == 34
case SPMSL_PARALYSIS:
#endif
case SPMSL_FRENZY:
case SPMSL_DISPERSAL:
case SPMSL_DISJUNCTION:
return type == MI_DART;
case SPMSL_BLINDING:
// possible on ex-pies
return type == MI_DART || (type == MI_BOOMERANG && !strict);
default:
if (type == MI_DART)
return false;
}
// Everything else doesn't matter.
if (brand == SPMSL_NORMAL)
return true;
// In non-strict mode, everything other than darts is mostly ok.
if (!strict)
return true;
// Not a missile?
if (type == 0)
return true;
// Specifics
switch (brand)
{
case SPMSL_POISONED:
return false;
case SPMSL_CHAOS:
return type == MI_BOOMERANG || type == MI_JAVELIN;
case SPMSL_SILVER:
return type == MI_JAVELIN;
default: break;
}
// Assume no, if we've gotten this far.
return false;
}
static void _generate_missile_item(item_def& item, int force_type,
int item_level)
{
const bool no_brand = (item.brand == SPMSL_FORBID_BRAND);
if (no_brand)
item.brand = SPMSL_NORMAL;
item.plus = 0;
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
// Total weight: 100
item.sub_type =
random_choose_weighted(60, MI_DART,
17, MI_BOOMERANG,
11, MI_JAVELIN,
6, MI_THROWING_NET,
6, MI_LARGE_ROCK);
}
// No fancy rocks -- break out before we get to special stuff.
if (item.sub_type == MI_LARGE_ROCK)
{
item.quantity = 2 + random2avg(5,2);
return;
}
else if (item.sub_type == MI_STONE)
{
item.quantity = roll_dice(2, 5) - 1;
return;
}
else if (item.sub_type == MI_THROWING_NET) // no fancy nets, either
{
item.quantity = 1 + one_chance_in(4); // and only one, rarely two
return;
}
if (!no_brand)
{
set_item_ego_type(item, OBJ_MISSILES,
_determine_missile_brand(item, item_level));
}
item.quantity = random_range(2, 6);
}
// Increment a given artprop on a given item while ensuring it doesn't overflow
// sensible values.
static void _increment_artprop(item_def& item, artefact_prop_type prop, int value)
{
ASSERT(value > 0);
short& val = item.props[ARTEFACT_PROPS_KEY].get_vector()[prop].get_short();
val += value;
if (artp_value_type(prop) == ARTP_VAL_BOOL)
val = min((short)1, val);
else
{
switch (prop)
{
case ARTP_FIRE:
case ARTP_COLD:
case ARTP_WILLPOWER:
case ARTP_NEGATIVE_ENERGY:
val = min((short)3, val);
break;
default:
break;
}
}
}
static bool _try_make_armour_artefact(item_def& item, int force_type,
int item_level, int agent)
{
const bool force_randart = item_level == ISPEC_RANDART;
const int old_ego = item.brand;
if (!force_randart && (item_level <= 0
|| !x_chance_in_y(101 + item_level * 3, 4000)))
{
return false;
}
// Make a randart or unrandart.
// 1 in 20 randarts are unrandarts.
if (one_chance_in(item_level == ISPEC_GOOD_ITEM ? 7 : 20)
&& !force_randart)
{
if (_try_make_item_unrand(item, force_type, item_level, agent))
return true;
}
// The rest are normal randarts.
// 5% of boots become barding.
if (item.sub_type == ARM_BOOTS && one_chance_in(20))
item.sub_type = ARM_BARDING;
// Determine enchantment.
if (!armour_is_enchantable(item) || one_chance_in(5))
item.plus = 0;
else
{
int max_plus = armour_max_enchant(item);
item.plus = random2(max_plus + 1);
if (one_chance_in(5))
item.plus += random2(max_plus + 6) / 2;
if (one_chance_in(6))
item.plus -= random2(max_plus + 6);
// On body armour, an enchantment of less than 0 is never viable.
// On aux armour & shields, going below -2 is likewise unviable.
// (You think you're better than the hat of the Alchemist?)
if (get_armour_slot(item) == SLOT_BODY_ARMOUR)
item.plus = max(static_cast<int>(item.plus), random2(2));
else
item.plus = max(static_cast<int>(item.plus), random_range(-2, 1));
}
// Needs to be done after the barding chance else we get randart
// bardings named Boots of xy.
if (!make_item_randart(item, force_randart))
return false;
// Bane is a worse property than most negative values, so let's make them a
// bit more tempting on average.
if (is_artefact(item) && artefact_property(item, ARTP_BANE))
item.plus = max((int)item.plus, armour_max_enchant(item) / 2 + random_range(1, 2));
// Having an ego before this function means that it was specifically requested
// by itemspec, so we should try to honour that.
if (old_ego > 0)
{
artefact_prop_type prop = ego_to_artprop(static_cast<special_armour_type>(old_ego));
// This requires special handling since it maps to a *pair* of artprops at once.
if (old_ego == SPARM_RESISTANCE)
{
_increment_artprop(item, ARTP_FIRE, 1);
_increment_artprop(item, ARTP_COLD, 1);
}
// Egos that have no corresponding artprop can stay intact
else if (prop == ARTP_NUM_PROPERTIES)
set_artefact_brand(item, old_ego);
else
{
// Other egos are directly translated into the corresponding artprop,
// to make inscriptions a bit less confusing for players. (eg: no {rF+, rF+})
switch (prop)
{
case ARTP_STRENGTH:
case ARTP_INTELLIGENCE:
case ARTP_DEXTERITY:
case ARTP_AC:
_increment_artprop(item, prop, 3);
break;
default:
_increment_artprop(item, prop, 1);
}
}
}
return true;
}
/**
* Generate an appropriate ego for a piece of armour.
*
* @param item The item in question.
* @return The item's current ego, if it already has one;
* otherwise, an ego appropriate to the item.
* May be SPARM_NORMAL.
*/
static special_armour_type _generate_armour_ego(const item_def& item)
{
if (item.brand != SPARM_NORMAL)
return static_cast<special_armour_type>(item.brand);
const auto e = choose_armour_ego(static_cast<armour_type>(item.sub_type));
ASSERT(is_armour_brand_ok(item.sub_type, e, true));
return e;
}
bool is_armour_brand_ok(int type, int brand, bool strict)
{
equipment_slot slot = get_armour_slot((armour_type)type);
// Currently being too restrictive results in asserts, being too
// permissive will generate such items on "any armour ego:XXX".
// The latter is definitely so much safer -- 1KB
switch ((special_armour_type)brand)
{
case SPARM_FORBID_EGO:
case SPARM_NORMAL:
return true;
case SPARM_FLYING:
if (slot == SLOT_BODY_ARMOUR)
return true;
// deliberate fall-through
#if TAG_MAJOR_VERSION == 34
case SPARM_RUNNING:
case SPARM_JUMPING:
#endif
case SPARM_RAMPAGING:
case SPARM_EARTH:
return slot == SLOT_BOOTS || slot == SLOT_BARDING;
case SPARM_STEALTH:
return slot == SLOT_BOOTS || slot == SLOT_BARDING || slot == SLOT_CLOAK
|| slot == SLOT_HELMET || slot == SLOT_GLOVES;
case SPARM_ARCHMAGI:
return !strict || type == ARM_ROBE;
case SPARM_PONDEROUSNESS:
return true;
case SPARM_CORROSION_RESISTANCE:
case SPARM_AIR:
#if TAG_MAJOR_VERSION > 34
return slot == SLOT_CLOAK || slot == SLOT_OFFHAND;
#endif
#if TAG_MAJOR_VERSION == 34
if (type == ARM_PLATE_ARMOUR && !strict)
return true;
return slot == SLOT_CLOAK || slot == SLOT_OFFHAND;
case SPARM_INVISIBILITY:
return (slot == SLOT_CLOAK && !strict) || type == ARM_SCARF;
#endif
case SPARM_REFLECTION:
case SPARM_PROTECTION:
return slot == SLOT_OFFHAND;
case SPARM_STRENGTH:
case SPARM_DEXTERITY:
case SPARM_INFUSION:
if (!strict)
return true;
// deliberate fall-through
case SPARM_HURLING:
case SPARM_FIRE:
case SPARM_PARRYING:
return slot == SLOT_GLOVES;
case SPARM_SEE_INVISIBLE:
return type == ARM_HAT;
case SPARM_INTELLIGENCE:
case SPARM_SNIPING:
case SPARM_ICE:
return slot == SLOT_HELMET;
case SPARM_FIRE_RESISTANCE:
case SPARM_COLD_RESISTANCE:
if (type == ARM_SCARF)
return false;
// deliberate fall-through
case SPARM_RESISTANCE:
if (type == ARM_FIRE_DRAGON_ARMOUR || type == ARM_ICE_DRAGON_ARMOUR
|| type == ARM_GOLDEN_DRAGON_ARMOUR || type == ARM_ORB)
{
return false; // contradictory, redundant, or overriding other bits
}
return true; // in portal vaults, these can happen on every slot
case SPARM_WILLPOWER:
if (type == ARM_HAT)
return true;
// deliberate fall-through
case SPARM_POISON_RESISTANCE:
case SPARM_POSITIVE_ENERGY:
if (type == ARM_PEARL_DRAGON_ARMOUR && brand == SPARM_POSITIVE_ENERGY)
return false; // contradictory or redundant
return slot == SLOT_BODY_ARMOUR || slot == SLOT_OFFHAND && type != ARM_ORB
|| slot == SLOT_CLOAK && type != ARM_SCARF || !strict;
case SPARM_SPIRIT_SHIELD:
return
#if TAG_MAJOR_VERSION == 34
type == ARM_HAT ||
type == ARM_CAP ||
type == ARM_SCARF ||
#endif
slot == SLOT_OFFHAND || !strict;
case SPARM_REPULSION:
case SPARM_HARM:
#if TAG_MAJOR_VERSION > 34
case SPARM_INVISIBILITY:
#endif
#if TAG_MAJOR_VERSION == 34
case SPARM_CLOUD_IMMUNE:
#endif
case SPARM_SHADOWS:
return type == ARM_SCARF;
case SPARM_LIGHT:
return type == ARM_ORB || type == ARM_HELMET;
case SPARM_RAGE:
case SPARM_MAYHEM:
case SPARM_GUILE:
case SPARM_ENERGY:
case SPARM_GLASS:
case SPARM_PYROMANIA:
case SPARM_STARDUST:
case SPARM_MESMERISM:
case SPARM_ATTUNEMENT:
return type == ARM_ORB;
case SPARM_ARCHERY:
return slot == SLOT_BODY_ARMOUR && type != ARM_ROBE;
case SPARM_COMMAND:
case SPARM_DEATH:
case SPARM_RESONANCE:
return slot == SLOT_BODY_ARMOUR;
case NUM_SPECIAL_ARMOURS:
case NUM_REAL_SPECIAL_ARMOURS:
die("invalid armour brand");
}
return true;
}
/**
* Return the number of plusses required for a type of armour to be notable.
* (From plus alone.)
*
* @param armour_type The type of armour being considered.
* @return The armour plus value required to be interesting.
*/
static int _armour_plus_threshold(equipment_slot armour_type)
{
switch (armour_type)
{
// body armour is very common; squelch most of it
case SLOT_BODY_ARMOUR:
return 3;
// shields are fairly common
case SLOT_OFFHAND:
return 2;
// aux armour is relatively uncommon
default:
return 1;
}
}
armour_type pick_random_aux_armour_type()
{
return random_choose_weighted(12, ARM_BOOTS,
12, ARM_GLOVES,
// Cloak slot
9, ARM_CLOAK,
3, ARM_SCARF,
// Head slot
10, ARM_HELMET,
2, ARM_HAT);
}
armour_type pick_random_shield_type()
{
return random_choose_weighted(4, ARM_BUCKLER,
2, ARM_KITE_SHIELD,
1, ARM_TOWER_SHIELD);
}
armour_type pick_random_body_armour_type(int item_level)
{
if (x_chance_in_y(11 + item_level, 10000))
{
// High level dragon scales
return random_choose(ARM_STEAM_DRAGON_ARMOUR,
ARM_ACID_DRAGON_ARMOUR,
ARM_STORM_DRAGON_ARMOUR,
ARM_GOLDEN_DRAGON_ARMOUR,
ARM_SWAMP_DRAGON_ARMOUR,
ARM_PEARL_DRAGON_ARMOUR,
ARM_SHADOW_DRAGON_ARMOUR,
ARM_QUICKSILVER_DRAGON_ARMOUR);
}
else if (x_chance_in_y(11 + item_level, 8000))
{
// Crystal plate, some armours which are normally gained by butchering
// monsters for hides.
return random_choose(ARM_CRYSTAL_PLATE_ARMOUR,
ARM_TROLL_LEATHER_ARMOUR,
ARM_FIRE_DRAGON_ARMOUR,
ARM_ICE_DRAGON_ARMOUR);
}
else if (x_chance_in_y(11 + item_level, 60))
{
// All the "mundane" armours. Generally the player will find at least
// one copy of these by the Lair.
return random_choose(ARM_ROBE,
ARM_LEATHER_ARMOUR,
ARM_RING_MAIL,
ARM_SCALE_MAIL,
ARM_CHAIN_MAIL,
ARM_PLATE_ARMOUR);
}
else if (x_chance_in_y(11 + item_level, 35))
{
// All the "mundane" amours except plate.
return random_choose(ARM_ROBE,
ARM_LEATHER_ARMOUR,
ARM_RING_MAIL,
ARM_SCALE_MAIL,
ARM_CHAIN_MAIL);
}
else
{
// Default (lowest-level) armours.
return random_choose(ARM_ROBE,
ARM_LEATHER_ARMOUR,
ARM_RING_MAIL);
}
}
/**
* Pick an armour type (ex. plate armour), based on item_level
*
* @param item_level The rough power level of the item.
*
* @return The selected armour type.
*/
static armour_type _get_random_armour_type(int item_level)
{
// Dummy value for initialization, always changed by the conditional
// (and not changing it would trigger an ASSERT)
armour_type armtype = NUM_ARMOURS;
// Secondary armours.
if (one_chance_in(5))
{
if (x_chance_in_y(48, 60))
armtype = pick_random_aux_armour_type();
else if (x_chance_in_y(7, 11))
armtype = pick_random_shield_type();
else
armtype = ARM_ORB;
}
else
armtype = pick_random_body_armour_type(item_level);
// XXX: Taking the weight out of arguably the least valuable armour types.
// Makes orbs a bit more common earlier in the game (potentially before a
// player has invested in shields).
if ((armtype == ARM_ROBE || armtype == ARM_LEATHER_ARMOUR) && one_chance_in(25))
armtype = ARM_ORB;
ASSERT(armtype != NUM_ARMOURS);
return armtype;
}
static void _generate_armour_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int agent = NO_AGENT)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
for (int i = 0; i < 1000; ++i)
{
item.sub_type = _get_random_armour_type(item_level);
if (is_armour_brand_ok(item.sub_type, item.brand, true)
&& are_fixed_props_ok(item))
{
break;
}
}
}
// Forced randart.
if (item_level == ISPEC_RANDART)
{
for (int i = 0; i < 100; ++i)
if (_try_make_armour_artefact(item, force_type, item_level, agent))
{
if (randart_is_bad(item)) // recheck, the brand changed
{
force_type = item.sub_type;
item.clear();
item.quantity = 1;
item.base_type = OBJ_ARMOUR;
item.sub_type = force_type;
continue;
}
return;
}
// fall back to an ordinary item
item_level = ISPEC_GOOD_ITEM;
}
if (allow_uniques
&& _try_make_armour_artefact(item, force_type, item_level, agent))
{
return;
}
if (item.sub_type == ARM_BOOTS && one_chance_in(8))
item.sub_type = ARM_BARDING;
const bool force_good = item_level >= ISPEC_GIFT;
const bool forced_ego = (item.brand > 0);
const bool no_ego = (item.brand == SPARM_FORBID_EGO);
if (item_always_has_ego(item))
set_item_ego_type(item, OBJ_ARMOUR, _generate_armour_ego(item));
else if (no_ego)
item.brand = SPARM_NORMAL;
// An additional chance for egos on aux armour (without giving more plusses)
else if (armour_is_aux(static_cast<armour_type>(item.sub_type))
&& x_chance_in_y(item_level * 3 + 15, 200))
{
set_item_ego_type(item, OBJ_ARMOUR, _generate_armour_ego(item));
}
if (item_level < 0)
{
// Thoroughly damaged, could have been good once.
if (!no_ego && (forced_ego || one_chance_in(4)))
{
// Brand is set as for "good" items.
set_item_ego_type(item, OBJ_ARMOUR, _generate_armour_ego(item));
}
item.plus -= 1 + random2(3);
}
else if ((forced_ego || item.sub_type == ARM_HAT
|| x_chance_in_y(51 + item_level, 250))
&& !item.is_mundane() || force_good)
{
// Make a good item...
item.plus += random2(3);
if (item.sub_type <= ARM_PLATE_ARMOUR
&& x_chance_in_y(21 + item_level, 300))
{
item.plus += random2(3);
}
if (!no_ego && x_chance_in_y(31 + item_level, 350))
{
// ...an ego item, in fact.
set_item_ego_type(item, OBJ_ARMOUR, _generate_armour_ego(item));
if (get_armour_ego_type(item) == SPARM_PONDEROUSNESS)
item.plus += 3 + random2(8);
}
}
// Don't overenchant items.
if (item.plus > armour_max_enchant(item))
item.plus = armour_max_enchant(item);
// Don't let unenchantable armour get minuses.
if (!armour_is_enchantable(item))
item.plus = 0;
// Never give brands to scales or hides, in case of misbehaving vaults.
if (armour_type_is_hide(static_cast<armour_type>(item.sub_type)))
set_item_ego_type(item, OBJ_ARMOUR, SPARM_NORMAL);
// squash boring items.
if (!force_good && item.brand == SPARM_NORMAL && item.plus > 0
&& item.plus < _armour_plus_threshold(get_armour_slot(item)))
{
item.plus = 0;
}
}
/**
* Choose a random wand subtype for ordinary wand generation.
*
* Some wands [mostly more powerful ones] are less common than others.
* Attack wands are more common, mostly to preserve historical wand freqs.
*
* @return A random wand_type.
*/
static int _random_wand_subtype()
{
const auto hex_wand_type = (wand_type)item_for_set(ITEM_SET_HEX_WANDS);
const auto beam_wand_type = (wand_type)item_for_set(ITEM_SET_BEAM_WANDS);
const auto blast_wand_type = (wand_type)item_for_set(ITEM_SET_BLAST_WANDS);
// total weight 70 [arbitrary]
return random_choose_weighted(14, WAND_FLAME,
14, blast_wand_type,
14, hex_wand_type,
9, beam_wand_type,
7, WAND_POLYMORPH,
7, WAND_MINDBURST,
5, WAND_DIGGING);
}
/**
* Should wands of this type NOT spawn extremely early on? (At very low
* item_level, or in the hands of very low HD monsters?)
*
* @param type The wand_type in question.
* @return Whether it'd be excessively mean for this wand to be used
* against very early players.
*/
bool is_high_tier_wand(int type)
{
switch (type)
{
case WAND_CHARMING:
case WAND_PARALYSIS:
case WAND_ACID:
case WAND_LIGHT:
case WAND_QUICKSILVER:
case WAND_ICEBLAST:
case WAND_ROOTS:
case WAND_MINDBURST:
return true;
default:
return false;
}
}
void generate_wand_item(item_def& item, int force_type, int item_level)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
item.sub_type = _random_wand_subtype();
// Add wand charges and ensure we have at least one charge.
const int max_charges = wand_charge_value(item.sub_type, item_level);
item.charges = 1 + random2avg(max_charges, 2);
// Don't let monsters pickup early high-tier wands
if (item_level < 2 && is_high_tier_wand(item.sub_type))
item.flags |= ISFLAG_NO_PICKUP;
}
static int _potion_weight(item_rarity_type rarity)
{
switch (rarity)
{
case RARITY_VERY_COMMON:
return 192;
case RARITY_COMMON:
return 105;
case RARITY_UNCOMMON:
return 67;
case RARITY_RARE:
return 35;
case RARITY_VERY_RARE:
return 2;
default:
return 0;
}
}
static void _generate_potion_item(item_def& item, int force_type,
int item_level)
{
item.quantity = 1;
if (one_chance_in(18))
item.quantity++;
if (one_chance_in(25))
item.quantity++;
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
vector<pair<potion_type, int>> weights;
for (int i = 0; i < NUM_POTIONS; ++i)
{
const potion_type pot = (potion_type) i;
const int weight = _potion_weight(consumable_rarity(OBJ_POTIONS,
pot));
if (weight)
{
const pair<potion_type, int> weight_pair = { pot, weight };
weights.push_back(weight_pair);
}
}
// total weight: 1045
item.sub_type = *random_choose_weighted(weights);
}
// don't let monsters pickup early dangerous potions
if (item_level < 2 && item.sub_type == POT_BERSERK_RAGE)
item.flags |= ISFLAG_NO_PICKUP;
}
static int _scroll_weight(item_rarity_type rarity)
{
switch (rarity)
{
case RARITY_VERY_COMMON:
return 200;
case RARITY_COMMON:
return 100;
case RARITY_UNCOMMON:
return 36;
case RARITY_RARE:
return 15;
case RARITY_VERY_RARE:
return 9;
default:
return 0;
}
}
static void _generate_scroll_item(item_def& item, int force_type, int agent)
{
// determine sub_type:
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
vector<pair<scroll_type, int>> weights;
for (int i = 0; i < NUM_SCROLLS; ++i)
{
const scroll_type scr = (scroll_type) i;
// Only generate the scroll types chosen for this game.
if (item_excluded_from_set(OBJ_SCROLLS, scr))
continue;
// No teleportation or noise in Sprint.
if (crawl_state.game_is_sprint()
&& (scr == SCR_TELEPORTATION || scr == SCR_NOISE))
{
continue;
}
// These scrolls increase knowledge, so Xom considers them boring.
if (agent == GOD_XOM
&& (scr == SCR_IDENTIFY || scr == SCR_REVELATION))
{
continue;
}
const int weight = _scroll_weight(consumable_rarity(OBJ_SCROLLS,
scr));
if (weight)
{
const pair<scroll_type, int> weight_pair = { scr, weight };
weights.push_back(weight_pair);
}
}
// total weight: 750
// -122 in sprint
item.sub_type = *random_choose_weighted(weights);
}
item.quantity = random_choose_weighted(46, 1,
1, 2,
1, 3);
item.plus = 0;
}
/// Choose a random skill for a manual to be generated for.
static skill_type _choose_manual_skill()
{
// spell skill (or invo/evo)
if (one_chance_in(4))
{
skill_type skill;
do
{
skill = static_cast<skill_type>(
SK_SPELLCASTING + random2(NUM_SKILLS - SK_SPELLCASTING));
} while (is_removed_skill(skill));
return skill;
}
// mundane skill
skill_type skill;
do
{
skill = static_cast<skill_type>(random2(SK_LAST_MUNDANE+1));
} while (is_removed_skill(skill));
return skill;
}
// Largely used to boost the drop rate of low-level 'utility' spells that are
// of interest all game long (when low-level spells in general get much less
// common as one gets deeper in the game).
static int _spell_base_weight(spell_type spell)
{
switch (spell)
{
case SPELL_APPORTATION:
case SPELL_BECKONING:
return 120;
// Due to spellbook weights, which is actually less common than most level
// 2 spells by base, so weight it a little higher.
case SPELL_BLINK:
return 170;
case SPELL_SUBLIMATION_OF_BLOOD:
return 150;
// Less boost is needed because of their higher level
case SPELL_OZOCUBUS_ARMOUR:
case SPELL_PASSWALL:
case SPELL_SWIFTNESS:
return 120;
default:
return 100;
}
}
spell_type choose_parchment_spell(int item_level, spschool school,
int fixed_spell_level)
{
// Keep ISPEC_GOOD_ITEM from being absurdly overweighted to the top end.
item_level = min(30, item_level);
// Calculate spell level weights based on item level.
int lv_weight[9];
for (int i = 0; i < 9; ++i)
lv_weight[i] = 100 - min(90, (int)(floor(pow(abs(i - item_level / 5) * 2, 2)) + (i * 5)));
vector<pair<spell_type, int>> weights;
for (int i = 0; i < NUM_SPELLS; ++i)
{
const spell_type spell = (spell_type) i;
if (!is_player_book_spell(spell)
|| school != spschool::none && !spell_typematch(spell, school)
|| fixed_spell_level > 0 && spell_difficulty(spell) != fixed_spell_level)
{
continue;
}
const int splevel = spell_difficulty(spell);
const int weight = _spell_base_weight(spell) * lv_weight[splevel-1];
const pair <spell_type, int> weight_pair = { spell, weight };
weights.push_back(weight_pair);
}
// If somehow we have been given criteria that match no spell at all, it's
// better to return some spell instead of SPELL_NO_SPELL.
if (weights.empty())
return SPELL_APPORTATION;
return *random_choose_weighted(weights);
}
static void _generate_book_item(item_def& item, int force_type, int item_level)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else if (x_chance_in_y(21 + item_level, 4200))
item.sub_type = BOOK_MANUAL; // skill manual - rare!
else if (!one_chance_in(20))
item.sub_type = BOOK_PARCHMENT; // almost everything else is a parchment
else
item.sub_type = choose_book_type(item_level);
if (item.sub_type == BOOK_MANUAL)
{
item.skill = _choose_manual_skill();
// Set number of bonus skill points.
item.skill_points = random_range(2000, 3000);
}
else if (item.sub_type == BOOK_PARCHMENT)
item.plus = static_cast<int>(choose_parchment_spell(item_level));
else if (item.sub_type == BOOK_RANDART_THEME)
build_themed_book(item, capped_spell_filter(20));
else if (item.sub_type == BOOK_RANDART_LEVEL)
{
int max_level = min(9, max(1, item_level / 3));
int spl_level = random_range(1, max_level);
make_book_level_randart(item, spl_level);
}
}
static stave_type _get_random_stave_type()
{
static vector<stave_type> valid_types;
if (valid_types.empty())
for (int i = STAFF_FIRST_STAFF; i < NUM_STAVES; i++)
if (!item_type_removed(OBJ_STAVES, (stave_type)i))
valid_types.push_back((stave_type)i);
return *random_iterator(valid_types);
}
// Choose a random stave type compatible with any fixed artprops. If no stave
// type is compatible, we use the last chosen type and ignore the fixed
// artprops.
static void _roll_stave_type(item_def& item)
{
for (int i = 0; i < 1000; ++i)
{
item.sub_type = _get_random_stave_type();
if (are_fixed_props_ok(item))
return;
}
}
static void _try_make_staff_artefact(item_def& item, bool allow_uniques,
int item_level, int agent)
{
const bool force_randart = item_level == ISPEC_RANDART;
if (allow_uniques
&& !force_randart
&& one_chance_in(item_level == ISPEC_GOOD_ITEM ? 27 : 100))
{
// Temporarily fix the base_type to get enhancer staves
// TODO: ???
item.base_type = OBJ_WEAPONS;
int fake_force_type = WPN_STAFF;
if (_try_make_item_unrand(item, fake_force_type, item_level, agent))
return;
// We failed. Go back to trying a staff.
// TODO: support hypothetical fallback to a specific staff type
item.base_type = OBJ_STAVES;
}
if (force_randart
// These odds are taken uncritically from _try_make_weapon_artifact.
// We should probably revisit them.
|| item_level > 0 && x_chance_in_y(101 + item_level * 3, 8000))
{
make_item_randart(item);
}
}
static void _generate_staff_item(item_def& item, bool allow_uniques,
int force_type, int item_level, int agent)
{
if (force_type == OBJ_RANDOM)
_roll_stave_type(item);
else
item.sub_type = force_type;
_try_make_staff_artefact(item, allow_uniques, item_level, agent);
}
static void _generate_rune_item(item_def& item, int force_type)
{
if (force_type == OBJ_RANDOM)
{
vector<int> possibles;
for (int i = 0; i < NUM_RUNE_TYPES; i++)
if (!item_type_removed(OBJ_RUNES, i) && !you.runes[i]
&& i != RUNE_ELF && i != RUNE_FOREST)
{
possibles.push_back(i);
}
item.sub_type = possibles.empty()
? RUNE_DEMONIC
: *random_iterator(possibles);
}
else
item.sub_type = force_type;
}
static void _generate_gem_item(item_def& item, int force_type)
{
ASSERT_RANGE(force_type, 0, NUM_GEM_TYPES);
item.sub_type = force_type;
}
jewellery_type get_random_amulet_type()
{
static vector<jewellery_type> valid_types;
if (valid_types.empty())
for (int i = AMU_FIRST_AMULET; i < NUM_JEWELLERY; i++)
if (!item_type_removed(OBJ_JEWELLERY, (jewellery_type)i))
valid_types.push_back((jewellery_type)i);
return *random_iterator(valid_types);
}
jewellery_type get_random_ring_type()
{
static vector<jewellery_type> valid_types;
if (valid_types.empty())
for (int i = RING_FIRST_RING; i < NUM_RINGS; i++)
if (!item_type_removed(OBJ_JEWELLERY, (jewellery_type)i))
valid_types.push_back((jewellery_type)i);
return *random_iterator(valid_types);
}
static bool _try_make_jewellery_unrandart(item_def& item, int force_type,
int item_level, int agent)
{
int type = (force_type == NUM_RINGS) ? get_random_ring_type() :
(force_type == NUM_JEWELLERY) ? get_random_amulet_type()
: force_type;
if (item_level > 0
&& one_chance_in(20)
&& x_chance_in_y(101 + item_level * 3, 2000))
{
if (_try_make_item_unrand(item, type, item_level, agent))
return true;
}
return false;
}
/**
* Generate an appropriate 'plus' value for a given type of jewellery.
* Currently only rings use non-zero plus values, with stat rings usings
* GOOD_STAT_RING_PLUS, protection/slaying using GOOD_RING_PLUS, and evasion
* using its own value.
*
* @param subtype The type of jewellery in question.
* @return A 'plus' for that jewellery.
*/
short determine_jewellery_plus(int subtype)
{
if (!jewellery_type_has_pluses(subtype))
return 0;
switch (subtype)
{
case RING_STRENGTH:
case RING_DEXTERITY:
case RING_INTELLIGENCE:
return GOOD_STAT_RING_PLUS;
case RING_EVASION:
return 5;
default:
return GOOD_RING_PLUS;
}
}
// Choose a random ring type compatible with any fixed artprops. If no ring
// type is compatible, we use the last chosen type and ignore the fixed
// artprops.
static void _roll_ring_type(item_def& item)
{
for (int i = 0; i < 1000; ++i)
{
item.sub_type = get_random_ring_type();
if (are_fixed_props_ok(item))
return;
}
}
// Choose a random amulet type compatible with any fixed artprops. If no amulet
// type is compatible, we use the last chosen type and ignore the fixed
// artprops.
static void _roll_amulet_type(item_def& item)
{
for (int i = 0; i < 1000; ++i)
{
item.sub_type = get_random_amulet_type();
if (are_fixed_props_ok(item))
return;
}
}
static void _generate_jewellery_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int agent)
{
if (allow_uniques && item_level != ISPEC_RANDART
&& _try_make_jewellery_unrandart(item, force_type, item_level, agent))
{
return;
}
// Determine subtype.
if (force_type != OBJ_RANDOM
// These values request a random ring or a random amulet, respectively.
&& force_type != NUM_RINGS
&& force_type != NUM_JEWELLERY)
{
item.sub_type = force_type;
}
else if (force_type == NUM_RINGS
|| force_type == OBJ_RANDOM && !one_chance_in(4))
{
_roll_ring_type(item);
}
else
_roll_amulet_type(item);
item.plus = determine_jewellery_plus(item.sub_type);
// All jewellery base types should now work. - bwr
if (item_level == ISPEC_RANDART
|| allow_uniques && item_level > 0
&& x_chance_in_y(101 + item_level * 3, 4000))
{
make_item_randart(item);
}
}
/// For a given dungeon depth (or item level), how much weight should we give
/// to each talisman tier?
static const vector<random_pick_entry<int>> talisman_weights =
{
{ 0, 10, 65, FALL, 1 },
{ 0, 35, 5, FLAT, 1 },
{ -5, 20, 56, PEAK, 2 },
{ 0, 35, 12, FLAT, 2 },
{ 5, 22, 30, RISE, 3 },
{ 21, 35, 30, FLAT, 3 },
{ 0, 35, 5, FLAT, 3 },
{ 12, 27, 24, RISE, 4 },
{ 28, 35, 24, FLAT, 4 },
{ 0, 35, 5, FLAT, 4 },
{ 20, 27, 15, RISE, 5 },
{ 28, 35, 15, FLAT, 5 },
{ 0, 35, 5, FLAT, 5 },
};
static int _talisman_level(int item_level)
{
switch (item_level) {
case ISPEC_DAMAGED:
case ISPEC_BAD:
return 0;
case ISPEC_GIFT:
return 15; // ?? arbitrary
case ISPEC_RANDART:
case ISPEC_GOOD_ITEM:
return 25; // Relatively even mix of higher-tier options
default:
return min(item_level, 35); // roughly the bottom of the Hells
}
}
// Choose a random talisman type compatible with any fixed artprops. If no
// talisman type is compatible, we use the last chosen type and ignore the
// fixed artprops.
static void _roll_talisman_type(item_def &item, int lvl)
{
random_picker<int, 11> picker;
for (int i = 0; i < 1000; ++i)
{
const int tier = picker.pick(talisman_weights, lvl, 3);
const vector<talisman_type> types = talismans_by_tier(tier);
item.sub_type = types[random2(types.size())];
if (are_fixed_props_ok(item))
return;
}
}
static void _generate_talisman_item(item_def& item, int force_type, int item_level)
{
const int lvl = _talisman_level(item_level);
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
_roll_talisman_type(item, lvl);
// Make randarts significantly more common for 'low-tier' talisman rolls
// compared to the expected average at a given item level (very roughly).
const int tier = talisman_tier(static_cast<talisman_type>(item.sub_type));
const int randart_chance = max(0, lvl - (tier - 1) * 6) * 5 / 2 + 5;
if (item_level == ISPEC_RANDART || x_chance_in_y(randart_chance, 100))
make_item_randart(item);
}
misc_item_type get_misc_item_type(int force_type, bool exclude)
{
if (force_type != OBJ_RANDOM)
return (misc_item_type)force_type;
set<misc_item_type> choices;
if (exclude)
{
choices = {
(misc_item_type)item_for_set(ITEM_SET_CONTROL_MISCELLANY),
MISC_LIGHTNING_ROD,
(misc_item_type)item_for_set(ITEM_SET_ALLY_MISCELLANY),
MISC_PHANTOM_MIRROR,
(misc_item_type)item_for_set(ITEM_SET_AREA_MISCELLANY)
};
}
else
{
choices = {
MISC_PHIAL_OF_FLOODS,
MISC_LIGHTNING_ROD,
MISC_BOX_OF_BEASTS,
MISC_SACK_OF_SPIDERS,
MISC_PHANTOM_MIRROR,
MISC_CONDENSER_VANE,
MISC_TIN_OF_TREMORSTONES,
};
}
if (choices.size())
return *random_iterator(choices);
return NUM_MISCELLANY;
}
static void _generate_misc_item(item_def& item, int force_type, int item_level)
{
const auto typ = get_misc_item_type(force_type);
if (typ == NUM_MISCELLANY)
{
item.base_type = OBJ_WANDS;
generate_wand_item(item, OBJ_RANDOM, item_level);
return;
}
item.sub_type = typ;
}
/**
* Alter the inputted item to have no "plusses" (mostly weapon/armour enchantment)
*
* @param[in,out] item_slot The item slot of the item to remove "plusses" from.
*/
void squash_plusses(int item_slot)
{
item_def& item(env.item[item_slot]);
item.plus = 0;
item.plus2 = 0;
item.brand = 0;
set_equip_desc(item, ISFLAG_NO_DESC);
}
static bool _ego_unrand_only(int base_type, int ego)
{
if (base_type == OBJ_WEAPONS)
{
switch (static_cast<brand_type>(ego))
{
case SPWPN_FOUL_FLAME:
case SPWPN_ACID:
return true;
default:
return false;
}
}
// all armours are ok?
return false;
}
// Make a corresponding randart instead as a fallback.
// Attempts to use base type, sub type, and ego (for armour/weapons).
// Artefacts can explicitly specify a base type and fallback type.
// Could be even more flexible: maybe allow an item spec to describe
// complex fallbacks?
static void _setup_fallback_randart(const int unrand_id,
item_def &item,
int &force_type,
int &item_level)
{
ASSERT(get_unrand_entry(unrand_id));
const unrandart_entry &unrand = *get_unrand_entry(unrand_id);
dprf("Placing fallback randart for %s", unrand.name);
uint8_t fallback_sub_type;
if (unrand.fallback_base_type != OBJ_UNASSIGNED)
{
item.base_type = unrand.fallback_base_type;
fallback_sub_type = unrand.fallback_sub_type;
}
else
{
item.base_type = unrand.base_type;
fallback_sub_type = unrand.sub_type;
}
if (item.base_type == OBJ_WEAPONS
&& fallback_sub_type == WPN_STAFF)
{
item.base_type = OBJ_STAVES;
if (unrand_id == UNRAND_OLGREB)
force_type = STAFF_ALCHEMY;
else
force_type = OBJ_RANDOM;
// XXX: small chance of other unrands under some circumstances...
}
else if (item.base_type == OBJ_JEWELLERY
&& fallback_sub_type == AMU_NOTHING)
{
force_type = NUM_JEWELLERY;
}
else
force_type = fallback_sub_type;
// import some brand information from the unrand. TODO: I'm doing this for
// the sake of vault designers who make themed vaults. But it also often
// makes the item more redundant with the unrand; maybe add a bit more
// flexibility in item specs so that this part is optional? However, from a
// seeding perspective, it also makes sense if the item generated is
// very comparable.
// unset fallback_brand is -1. In that case it will try to use the regular
// brand if there is one. If the end result here is 0, the brand (for
// weapons) will be chosen randomly. So to force randomness, use
// SPWPN_NORMAL on the fallback ego, or set neither. (Randarts cannot be
// unbranded.)
item.brand = unrand.fallback_brand; // no type checking here...
if (item.brand < 0
&& !_ego_unrand_only(item.base_type, unrand.prpty[ARTP_BRAND])
&& item.base_type == unrand.base_type // brand isn't well-defined for != case
&& ((item.base_type == OBJ_WEAPONS
&& is_weapon_brand_ok(force_type, unrand.prpty[ARTP_BRAND], true))
|| (item.base_type == OBJ_ARMOUR
&& is_armour_brand_ok(force_type, unrand.prpty[ARTP_BRAND], true))))
{
// maybe do jewellery too?
item.brand = unrand.prpty[ARTP_BRAND];
}
if (item.brand < 0)
item.brand = 0;
item_level = ISPEC_RANDART;
}
/**
* Create an item.
*
* Various parameters determine whether the item can be an artifact, set the
* item class (ex. weapon, wand), set the item subtype (ex.
* hand axe, wand of flame), set the item ego (ex. of flaming, of running), set
* the rough power level of the item, and set the agent of the item (which
* affects what artefacts can be generated, and also non-artefact items if the
* agent is Xom). Item class, Item type, and Item ego can also be randomly
* selected (by setting those parameters to OBJ_RANDOM, OBJ_RANDOM, and 0
* respectively).
*
* @param allow_uniques Can the item generated be an artefact?
* @param force_class The desired OBJECTS class (Example: OBJ_ARMOUR)
* @param force_type The desired SUBTYPE - enum varies by OBJ
* @param item_level How powerful the item is allowed to be
* @param force_ego The desired ego/brand
* @param agent The agent creating the item (Example: Xom) or -1 if NA
* @param custom_name A custom name for the item
* @param props Any special item props
*
* @return The generated item's item slot or NON_ITEM if it fails.
*/
int items(bool allow_uniques,
object_class_type force_class,
int force_type,
int item_level,
int force_ego,
int agent,
string custom_name,
CrawlHashTable const *fixed_props)
{
rng::subgenerator item_rng;
ASSERT(force_ego <= 0
|| force_class == OBJ_WEAPONS
|| force_class == OBJ_ARMOUR
|| force_class == OBJ_MISSILES
|| force_class == OBJ_MISCELLANY);
// Find an empty slot for the item (with culling if required).
int p = get_mitm_slot(10);
if (p == NON_ITEM)
return NON_ITEM;
item_def& item(env.item[p]);
const bool force_good = item_level >= ISPEC_GIFT;
item.brand = force_ego;
// cap item_level unless an acquirement-level item {dlb}:
if (item_level > 50 && !force_good)
item_level = 50;
// determine base_type for item generated {dlb}:
if (force_class != OBJ_RANDOM)
{
ASSERT(force_class < NUM_OBJECT_CLASSES);
item.base_type = force_class;
}
else
{
ASSERT(force_type == OBJ_RANDOM);
// Total weight: 1660
item.base_type = random_choose_weighted(
10, OBJ_STAVES,
25, OBJ_TALISMANS,
45, OBJ_JEWELLERY,
46, OBJ_MISSILES,
70, OBJ_WANDS,
155, OBJ_BOOKS,
212, OBJ_ARMOUR,
212, OBJ_WEAPONS,
176, OBJ_POTIONS,
270, OBJ_SCROLLS,
440, OBJ_GOLD);
// misc items placement wholly dependent upon current depth {dlb}:
if (item_level > 7 && x_chance_in_y(11 + item_level, 9000))
item.base_type = OBJ_MISCELLANY;
if (item_level < 7
&& item.base_type == OBJ_WANDS
&& random2(7) >= item_level)
{
item.base_type = random_choose(OBJ_POTIONS, OBJ_SCROLLS);
}
if (one_chance_in(275) && !x_chance_in_y(item_level, 35))
item.base_type = OBJ_BAUBLES;
}
ASSERT(force_type == OBJ_RANDOM
|| item.base_type == OBJ_JEWELLERY && force_type == NUM_JEWELLERY
|| force_type < get_max_subtype(item.base_type));
// make_item_randart() might do things differently based upon the
// acquirement agent, especially for god gifts.
if (agent != NO_AGENT && !is_stackable_item(item))
origin_acquired(item, agent);
item.quantity = 1; // generally the case
if (force_ego < SP_FORBID_EGO)
{
const int unrand_id = -force_ego;
if (get_unique_item_status(unrand_id) == UNIQ_NOT_EXISTS)
{
make_item_unrandart(env.item[p], unrand_id);
ASSERT(env.item[p].is_valid());
return p;
}
_setup_fallback_randart(unrand_id, item, force_type, item_level);
allow_uniques = false;
}
if (!custom_name.empty())
item.props[ITEM_NAME_KEY] = custom_name;
if (fixed_props)
item.props[FIXED_PROPS_KEY].get_table() = *fixed_props;
// Determine sub_type accordingly. {dlb}
switch (item.base_type)
{
case OBJ_WEAPONS:
_generate_weapon_item(item, allow_uniques, force_type, item_level,
agent);
break;
case OBJ_MISSILES:
_generate_missile_item(item, force_type, item_level);
break;
case OBJ_ARMOUR:
_generate_armour_item(item, allow_uniques, force_type, item_level,
agent);
break;
case OBJ_WANDS:
generate_wand_item(item, force_type, item_level);
break;
case OBJ_POTIONS:
_generate_potion_item(item, force_type, item_level);
break;
case OBJ_SCROLLS:
_generate_scroll_item(item, force_type, agent);
break;
case OBJ_JEWELLERY:
_generate_jewellery_item(item, allow_uniques, force_type, item_level,
agent);
break;
case OBJ_BOOKS:
_generate_book_item(item, force_type, item_level);
break;
case OBJ_STAVES:
// Don't generate unrand staves this way except through acquirement,
// since they also generate as OBJ_WEAPONS.
_generate_staff_item(item, (agent != NO_AGENT), force_type,
item_level, agent);
break;
case OBJ_ORBS: // always forced in current setup {dlb}
case OBJ_RUNES:
_generate_rune_item(item, force_type);
break;
case OBJ_GEMS:
_generate_gem_item(item, force_type);
break;
case OBJ_TALISMANS:
_generate_talisman_item(item, force_type, item_level);
break;
case OBJ_MISCELLANY:
_generate_misc_item(item, force_type, item_level);
break;
case OBJ_GIZMOS:
item.base_type = OBJ_GIZMOS;
item.sub_type = 0;
break;
case OBJ_BAUBLES:
item.base_type = OBJ_BAUBLES;
item.sub_type = BAUBLE_FLUX;
item.quantity = random_range(2, 3);
break;
// that is, everything turns to gold if not enumerated above, so ... {dlb}
default:
item.base_type = OBJ_GOLD;
if (force_good)
item.quantity = 100 + random2(400);
else
{
item.quantity = 1 + random2avg(19, 2);
item.quantity += random2(item_level);
}
break;
}
if (item_has_invalid_brand(item))
{
dprf(DIAG_DNGN, "Invalid brand on item %s, annulling.",
item.name(DESC_PLAIN, false, true, false, false).c_str());
if (is_artefact(item))
item.props[ARTEFACT_PROPS_KEY].get_vector()[ARTP_BRAND].get_short() = 0;
else
item.brand = 0;
}
// Colour the item.
item_colour(item);
// Set brand appearance.
item_set_appearance(item);
// Don't place the item just yet.
item.pos.reset();
item.link = NON_ITEM;
// Note that item might be invalidated now, since p could have changed.
ASSERTM(env.item[p].is_valid(),
"idx: %d, qty: %hd, base: %d, sub: %d, spe: %d, col: %d, rnd: %d",
item.index(), item.quantity,
(int)item.base_type, (int)item.sub_type, item.special,
(int)item.get_colour(), (int)item.rnd);
return p;
}
void reroll_brand(item_def &item, int item_level)
{
ASSERT(!is_artefact(item));
switch (item.base_type)
{
case OBJ_WEAPONS:
item.brand = determine_weapon_brand(item, item_level);
break;
case OBJ_MISSILES:
item.brand = _determine_missile_brand(item, item_level);
break;
case OBJ_ARMOUR:
item.brand = _generate_armour_ego(item);
break;
default:
die("can't reroll brands of this type");
}
item_set_appearance(item);
}
bool item_has_invalid_brand(const item_def& item)
{
if (item.base_type == OBJ_WEAPONS)
return !is_weapon_brand_ok(item.sub_type, get_weapon_brand(item), false);
else if (item.base_type == OBJ_ARMOUR)
return !is_armour_brand_ok(item.sub_type, get_armour_ego_type(item), false);
else if (item.base_type == OBJ_MISSILES)
return !is_missile_brand_ok(item.sub_type, item.brand, false);
return false;
}
static bool _weapon_is_visibly_special(const item_def &item)
{
const int brand = get_weapon_brand(item);
const bool visibly_branded = (brand != SPWPN_NORMAL);
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return false;
if (visibly_branded || is_artefact(item) || item.plus > 0)
return true;
return false;
}
static bool _armour_is_visibly_special(const item_def &item)
{
const int brand = get_armour_ego_type(item);
const bool visibly_branded = (brand != SPARM_NORMAL);
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return false;
if (visibly_branded || is_artefact(item) || item.plus > 0)
return true;
return false;
}
// Sets item appearance to match brands, if any.
void item_set_appearance(item_def &item)
{
// Artefact appearance overrides cosmetic flags anyway.
if (is_artefact(item))
return;
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return;
switch (item.base_type)
{
case OBJ_WEAPONS:
if (_weapon_is_visibly_special(item))
set_equip_desc(item, random_choose(ISFLAG_GLOWING, ISFLAG_RUNED));
break;
case OBJ_ARMOUR:
if (_armour_is_visibly_special(item))
{
set_equip_desc(item, random_choose(ISFLAG_GLOWING, ISFLAG_RUNED,
ISFLAG_EMBROIDERED_SHINY));
}
break;
default:
break;
}
}
void lucky_upgrade_item(item_def& item)
{
// Only have a chance to discover a better item on first spotting it (and
// not for items that are already artefacts - which is harmless, but
// produces confusing messages).
if (item.flags & (ISFLAG_SEEN | ISFLAG_ARTEFACT_MASK))
return;
// 3-5% chance of upgrading an item.
if (!you.has_mutation(MUT_LUCKY)
|| !x_chance_in_y(1 + you.get_mutation_level(MUT_LUCKY) * 2, 100))
{
return;
}
string old_name = uppercase_first(item.name(DESC_THE, false, true));
bool did_upgrade = false;
// Need to use the bespoke methods for weapons/armour so that it hands out
// plusses appropriately (or one ends up with tons of +0 randart armour,
// which isn't very useable).
if (item.base_type == OBJ_ARMOUR)
did_upgrade = _try_make_armour_artefact(item, 0, ISPEC_RANDART, 0);
else if (item.base_type == OBJ_WEAPONS)
did_upgrade = _try_make_weapon_artefact(item, 0, ISPEC_RANDART, true, 0);
else
did_upgrade = make_item_randart(item);
if (did_upgrade)
{
// Messaging is really weird if we don't do this, and it seems a
// relatively unimportant freebie.
identify_item(item);
mprf("<cyan>Lucky! %s was actually %s</cyan>!", old_name.c_str(), item.name(DESC_THE).c_str());
}
}
// Drop a fresh net on the ground after an actor somehow escapes from it.
void drop_net_at(const coord_def& pos)
{
item_def item;
item.base_type = OBJ_MISSILES;
item.sub_type = MI_THROWING_NET;
item.quantity = 1;
set_item_ego_type(item, OBJ_MISSILES, SPMSL_NORMAL);
item_colour(item);
copy_item_to_grid(item, pos);
}
#if defined(DEBUG_DIAGNOSTICS) || defined(DEBUG_TESTS)
static int _test_item_level()
{
switch (random2(10))
{
case 0:
return ISPEC_GOOD_ITEM;
case 1:
return ISPEC_DAMAGED;
case 2:
return ISPEC_BAD;
case 3:
return ISPEC_RANDART;
default:
return random2(50);
}
}
void makeitem_tests()
{
int i, level;
item_def item;
mpr("Running generate_weapon_item tests.");
for (i = 0; i < 10000; ++i)
{
item.clear();
level = _test_item_level();
item.base_type = OBJ_WEAPONS;
item.brand = coinflip() ? SPWPN_NORMAL
: random2(NUM_REAL_SPECIAL_WEAPONS);
#if TAG_MAJOR_VERSION == 34
if (item.brand == SPWPN_ORC_SLAYING
|| item.brand == SPWPN_REACHING
|| item.brand == SPWPN_RETURNING
|| item.brand == SPWPN_CONFUSE
|| item.brand == SPWPN_DRAGON_SLAYING)
{
item.brand = SPWPN_FORBID_BRAND;
}
#endif
auto weap_type = coinflip() ? OBJ_RANDOM : random2(NUM_WEAPONS);
_generate_weapon_item(item,
coinflip(),
weap_type,
level);
}
mpr("Running generate_armour_item tests.");
for (i = 0; i < 10000; ++i)
{
item.clear();
level = _test_item_level();
item.base_type = OBJ_ARMOUR;
item.brand = coinflip() ? SPARM_NORMAL
: random2(NUM_REAL_SPECIAL_ARMOURS);
int type = coinflip() ? OBJ_RANDOM : random2(NUM_ARMOURS);
#if TAG_MAJOR_VERSION == 34
if (type == ARM_CAP)
type = ARM_HAT;
if (type == ARM_CENTAUR_BARDING)
type = ARM_BOOTS;
#endif
_generate_armour_item(item,
coinflip(),
type,
level);
}
mpr("Running acquirement tests.");
// note: without char customization this won't exercise all acquirement
// code. But this at least gives a baseline.
for (i = 0; i < 500; ++i)
make_acquirement_items();
}
#endif
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